Author: J.H.G. Klabbers
Publisher: Elsevier
ISBN: 1483298507
Category : Education
Languages : en
Pages : 383
Book Description
This volume records the Proceedings of the International Simulation and Gaming Association's 19th International Conference which took place at Utrecht University in 1988. Seven sections are contained in the volume. The first section on complexity, uncertainty and conflict deals with theoretical and methodological issues. This is the introduction to the conference theme "On the improvement of competence". The following sections cover broad areas: organizational change, business simulation, policy exercise, methodology, learning environments, and special topics such as environmental planning, health care, diplomatic games and gambling.
Simulation-Gaming: On the Improvement of Competence in Dealing with Complexity, Uncertainty and Value Conflicts
Author: J.H.G. Klabbers
Publisher: Elsevier
ISBN: 1483298507
Category : Education
Languages : en
Pages : 383
Book Description
This volume records the Proceedings of the International Simulation and Gaming Association's 19th International Conference which took place at Utrecht University in 1988. Seven sections are contained in the volume. The first section on complexity, uncertainty and conflict deals with theoretical and methodological issues. This is the introduction to the conference theme "On the improvement of competence". The following sections cover broad areas: organizational change, business simulation, policy exercise, methodology, learning environments, and special topics such as environmental planning, health care, diplomatic games and gambling.
Publisher: Elsevier
ISBN: 1483298507
Category : Education
Languages : en
Pages : 383
Book Description
This volume records the Proceedings of the International Simulation and Gaming Association's 19th International Conference which took place at Utrecht University in 1988. Seven sections are contained in the volume. The first section on complexity, uncertainty and conflict deals with theoretical and methodological issues. This is the introduction to the conference theme "On the improvement of competence". The following sections cover broad areas: organizational change, business simulation, policy exercise, methodology, learning environments, and special topics such as environmental planning, health care, diplomatic games and gambling.
Games and Simulations to Enhance Quality Learning
Author: Danny Saunders
Publisher: Psychology Press
ISBN: 9780749418663
Category : Education
Languages : en
Pages : 306
Book Description
Publisher: Psychology Press
ISBN: 9780749418663
Category : Education
Languages : en
Pages : 306
Book Description
Simulation und Planspiel in den Sozialwissenschaften
Author: Dietmar Herz
Publisher: LIT Verlag Münster
ISBN: 9783825847524
Category : Game theory
Languages : en
Pages : 390
Book Description
Publisher: LIT Verlag Münster
ISBN: 9783825847524
Category : Game theory
Languages : en
Pages : 390
Book Description
The Magic Circle: Principles of Gaming & Simulation
Author: Jan H.G. Klabbers
Publisher: BRILL
ISBN: 9087903103
Category : Education
Languages : en
Pages : 398
Book Description
The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing. Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.
Publisher: BRILL
ISBN: 9087903103
Category : Education
Languages : en
Pages : 398
Book Description
The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing. Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.
Autopoiesis and Configuration Theory: New Approaches to Societal Steering
Author: Roel J. in 't Veld
Publisher: Springer Science & Business Media
ISBN: 9401135223
Category : Business & Economics
Languages : en
Pages : 245
Book Description
Publisher: Springer Science & Business Media
ISBN: 9401135223
Category : Business & Economics
Languages : en
Pages : 245
Book Description
The Contribution of Social Sciences to Sustainable Development at Universities
Author: Walter Leal Filho
Publisher: Springer
ISBN: 331926866X
Category : Science
Languages : en
Pages : 310
Book Description
This volume is the first of its kind to present contemporary, state-of-the-art examples of how social science theories, models, and findings can advance all aspects of campus sustainability, an area that has so far been largely neglected. The individual chapters reflect the broad diversity of research on sustainable campus development conducted within and across basic and applied social science disciplines, drawing on a range of methods and case studies from around the world. Institutions of higher education have been among the leading promoters of sustainable development. However, efforts to transition to sustainability have been largely dominated by technological “solutions” and universities and colleges are increasingly recognizing that this transition cannot be achieved without attention to the human dimension. Administrators, campus sustainability officers and other university staff, faculty members and students, as well as alumni and external constituents all help to shape which sustainability innovations and initiatives are considered and pursued, and their participation determines the ultimate success of sustainability efforts. The book’s individual contributions illustrate how the social sciences can broaden visions of what may be possible, identify the advantages and disadvantages of different instrumental and emancipator approaches, evaluate interventions’ effectiveness, and offer processes for learning from mistakes and successes in ways that support continuous advances toward sustainability. Given that the majority of social science research stems from universities, the level of trust in these institutions, and their mission to develop societal leaders, higher education institutions are ideally suited for testing, assessing and modeling the social innovations needed to achieve sustainability on campuses and beyond.
Publisher: Springer
ISBN: 331926866X
Category : Science
Languages : en
Pages : 310
Book Description
This volume is the first of its kind to present contemporary, state-of-the-art examples of how social science theories, models, and findings can advance all aspects of campus sustainability, an area that has so far been largely neglected. The individual chapters reflect the broad diversity of research on sustainable campus development conducted within and across basic and applied social science disciplines, drawing on a range of methods and case studies from around the world. Institutions of higher education have been among the leading promoters of sustainable development. However, efforts to transition to sustainability have been largely dominated by technological “solutions” and universities and colleges are increasingly recognizing that this transition cannot be achieved without attention to the human dimension. Administrators, campus sustainability officers and other university staff, faculty members and students, as well as alumni and external constituents all help to shape which sustainability innovations and initiatives are considered and pursued, and their participation determines the ultimate success of sustainability efforts. The book’s individual contributions illustrate how the social sciences can broaden visions of what may be possible, identify the advantages and disadvantages of different instrumental and emancipator approaches, evaluate interventions’ effectiveness, and offer processes for learning from mistakes and successes in ways that support continuous advances toward sustainability. Given that the majority of social science research stems from universities, the level of trust in these institutions, and their mission to develop societal leaders, higher education institutions are ideally suited for testing, assessing and modeling the social innovations needed to achieve sustainability on campuses and beyond.
Back to the future of Gaming
Author: Willy Christian Kriz
Publisher: wbv Media GmbH & Company KG
ISBN: 3763954260
Category : Education
Languages : en
Pages : 310
Book Description
Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.
Publisher: wbv Media GmbH & Company KG
ISBN: 3763954260
Category : Education
Languages : en
Pages : 310
Book Description
Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.
Play Redux
Author: David Myers
Publisher: University of Michigan Press
ISBN: 0472026879
Category : Games & Activities
Languages : en
Pages : 193
Book Description
"Play Redux excels in tying together intellectual traditions that are rooted in literary studies, cognitive science, play studies and several other fields, thereby creating a logical whole. Through this, the book makes service to several academic communities by pointing out their points of contact. This is clearly an important contribution to a growing academic field, and will no doubt become important in many future discussions about digital games and play." ---Frans Mäyrä, University of Tampere, Finland "David Myers has researched video games longer than anyone else. Play Redux shows him continually relevant, never afraid of courting controversy." ---Jesper Juul, IT University of Copenhagen, Denmark Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Employing a concept of biological naturalism grounded in cognitive theory, Myers argues for a clear delineation between the aesthetics of play and the aesthetics of texts. In the course of this study, Myers asks a number of interesting questions: What are the mechanics of human play as exhibited in computer games? Can these mechanisms be modeled? What is the evolutionary function of cognitive play, and is it, on the whole, a good thing? Intended as a provocative corrective to the currently ascendant, if not dominant, cultural and ethnographic approach to game studies and play, Play Redux will generate interest among scholars of communications, new media, and film. David Myers is Reverend Aloysius B. Goodspeed Distinguished Professor at the School of Mass Communication, Loyola University New Orleans.
Publisher: University of Michigan Press
ISBN: 0472026879
Category : Games & Activities
Languages : en
Pages : 193
Book Description
"Play Redux excels in tying together intellectual traditions that are rooted in literary studies, cognitive science, play studies and several other fields, thereby creating a logical whole. Through this, the book makes service to several academic communities by pointing out their points of contact. This is clearly an important contribution to a growing academic field, and will no doubt become important in many future discussions about digital games and play." ---Frans Mäyrä, University of Tampere, Finland "David Myers has researched video games longer than anyone else. Play Redux shows him continually relevant, never afraid of courting controversy." ---Jesper Juul, IT University of Copenhagen, Denmark Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Employing a concept of biological naturalism grounded in cognitive theory, Myers argues for a clear delineation between the aesthetics of play and the aesthetics of texts. In the course of this study, Myers asks a number of interesting questions: What are the mechanics of human play as exhibited in computer games? Can these mechanisms be modeled? What is the evolutionary function of cognitive play, and is it, on the whole, a good thing? Intended as a provocative corrective to the currently ascendant, if not dominant, cultural and ethnographic approach to game studies and play, Play Redux will generate interest among scholars of communications, new media, and film. David Myers is Reverend Aloysius B. Goodspeed Distinguished Professor at the School of Mass Communication, Loyola University New Orleans.
Global Interdependence
Author: David Crookall
Publisher: Springer Science & Business Media
ISBN: 4431681892
Category : Mathematics
Languages : en
Pages : 359
Book Description
This volume records the proceedings of the 22nd Annual International Con ference of the International Simulation and Gaming Association (ISAGA), 15-19 July, 1991, Kyoto, Japan, sponsored by the Science Council of Japan and the Japanese Association of Simulation and Gaming (JASAG). The con ference theme was Global Modeling for Solving Global Problems. The first 2 days of the conference were held in the magnificent Kyoto International Conference Hall; the 3rd day was spent admiring the floats of the famous Gion Festival in the exquisite city of Kyoto and the Daibutsu (or Great Buddha) of the Todaiji Temple in Nara and visiting one of the Sharp factories. During the last 2 days of the conference we were made most welcome in the Faculty of International Relations of Ritsumeikan University. The day after the conference, a number of delegates went to Hiroshima (the Peace Memorial Hall, Museum and Park) and also to one of Japan's "Scenic Trio," the island of Miyajima with its breathtaking views and the Itsukushima Shrine. The conference was attended by some 400 delegates from over 30 different countries. Over 100 sessions, both theoretical and practical, were given: keynote speeches, round-table discussions, workshops, papers. This volume reflects most of those sessions, in the form of either a full paper or a short abstract.
Publisher: Springer Science & Business Media
ISBN: 4431681892
Category : Mathematics
Languages : en
Pages : 359
Book Description
This volume records the proceedings of the 22nd Annual International Con ference of the International Simulation and Gaming Association (ISAGA), 15-19 July, 1991, Kyoto, Japan, sponsored by the Science Council of Japan and the Japanese Association of Simulation and Gaming (JASAG). The con ference theme was Global Modeling for Solving Global Problems. The first 2 days of the conference were held in the magnificent Kyoto International Conference Hall; the 3rd day was spent admiring the floats of the famous Gion Festival in the exquisite city of Kyoto and the Daibutsu (or Great Buddha) of the Todaiji Temple in Nara and visiting one of the Sharp factories. During the last 2 days of the conference we were made most welcome in the Faculty of International Relations of Ritsumeikan University. The day after the conference, a number of delegates went to Hiroshima (the Peace Memorial Hall, Museum and Park) and also to one of Japan's "Scenic Trio," the island of Miyajima with its breathtaking views and the Itsukushima Shrine. The conference was attended by some 400 delegates from over 30 different countries. Over 100 sessions, both theoretical and practical, were given: keynote speeches, round-table discussions, workshops, papers. This volume reflects most of those sessions, in the form of either a full paper or a short abstract.
The Systems Constellation as an Instrument for Change Agents
Author: Kai Bulling
Publisher: Springer
ISBN: 3658249080
Category : Business & Economics
Languages : en
Pages : 407
Book Description
In his book Kai Bulling proposes the systems constellation as an instrument for change agents. An innovative general model of the systems constellation as a management intervention is constructed that presents the method as a synergetic combination of functional elements. This creates a new level of transparency that will support practitioners and managers in understanding its benefits and challenges as well as tailoring interventions to a specific case.
Publisher: Springer
ISBN: 3658249080
Category : Business & Economics
Languages : en
Pages : 407
Book Description
In his book Kai Bulling proposes the systems constellation as an instrument for change agents. An innovative general model of the systems constellation as a management intervention is constructed that presents the method as a synergetic combination of functional elements. This creates a new level of transparency that will support practitioners and managers in understanding its benefits and challenges as well as tailoring interventions to a specific case.